敌人不在原地
Enemy not staying at original spot
所以我一直在尝试让我的敌人在我的玩家移动相机时移动到同一个位置但是它不起作用,当屏幕移动时我的敌人会慢慢地从它原来的位置移动但是一旦它离开它原来的位置它将开始出现故障。此外,当我的玩家与平台的一侧发生碰撞时,我的敌人将以与我的玩家相同的方式移动,但速度更快,例如:https://gyazo.com/926207e82cd9849266decd68c08ea84d
我的相机运动的一部分(不工作)
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
我的完整代码
import pygame
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")
move = pygame.image.load("WASD.png")
# Playerman
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.isJump = False
self.JumpCount = 10
self.idle =[pygame.image.load("player_idel_1.png"),
pygame.image.load("player_idel_2.png"),
pygame.image.load("player_idel_3.png"),
pygame.image.load("player_idel_4.png"),
pygame.image.load("player_idel_5.png"),
pygame.image.load("player_idel_6.png"),
pygame.image.load("player_idel_7.png"),
pygame.image.load("player_idel_8.png")
]
self.idlel = [pygame.image.load("Player_idel_left1.png"),
pygame.image.load("Player_idel_left2.png"),
pygame.image.load("Player_idel_left3.png"),
pygame.image.load("Player_idel_left4.png"),
pygame.image.load("Player_idel_left5.png"),
pygame.image.load("Player_idel_left6.png"),
pygame.image.load("Player_idel_left7.png"),
pygame.image.load("Player_idel_left8.png")
]
self.right = [pygame.image.load("Player_walk_right1.png"),
pygame.image.load("Player_walk_right2.png"),
pygame.image.load("Player_walk_right3.png")]
self.left = [pygame.image.load("Player_walk_left1.png"),
pygame.image.load("Player_walk_left2.png"),
pygame.image.load("Player_walk_left3.png")]
self.jump1 = [pygame.image.load("Player_jump5.png")]
self.jump2 = [
pygame.image.load("Player_rjump1.png")]
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
self.idle = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idle]
self.idlel = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idlel]
self.right = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.right]
self.left = [pygame.transform.scale(image,(image.get_width()*2, image.get_height()*2)) for image in self.left]
self.jump1 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump1]
self.jump2 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump2]
self.fps = 10
self.clock = pygame.time.Clock()
self.anim_index = 0
self.direction = "idle"
self.direction = "right"
self.direction = "left"
self.dierection = "idleleft"
self.dierection = "jump1"
self.dierection = "jump2"
self.next_frame_time = 0
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
pygame.draw.rect(self.color,self.rect)
def draw(self):
if self.direction == "idle":
image_list = self.idle
if self.direction == "right":
image_list = self.right
if self.direction == "left":
image_list = self.left
if self.direction == "idlel":
image_list = self.idlel
if self.direction == "jump1":
image_list = self.jump1
if self.direction == "jump2":
image_list = self.jump2
# Is it time to show the next animation frame?
time_now = pygame.time.get_ticks()
if ( time_now > self.next_frame_time ):
# set the time for the next animation-frame
inter_frame_delay = 1000 // self.fps
self.next_frame_time = time_now + inter_frame_delay # in the future
# move the current image to the next (with wrap-around)
self.anim_index += 1
if self.anim_index >= len( image_list ):
self.anim_index = 0
if self.anim_index >= len(image_list):
self.anim_index = 0
player_image = image_list[self.anim_index]
pygame.draw.rect( window, self.color, self.get_rect(), 2 )
player_image = image_list[self.anim_index]
player_rect = player_image.get_rect(center = self.get_rect().center)
player_rect.centerx += 3
player_rect.centery -= 13
window.blit(player_image, player_rect)
class Snake:
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.path = [x, end]
self.walkCount = 0
self.vel = 3
self.visible = True
self.no = pygame.image.load("Player_jump5.png")
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.move()
self.rect.topleft = (self.x,self.y)
window.blit(self.no,self.rect)
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x + self.vel
if ( proposed_move < self.path[0] or proposed_move > self.path[1] ):
# Move hits a boundary, so we need to turn around
self.vel = -self.vel
self.Walking_index = 0
# now make the correct move
self.x += self.vel # add +/- velocity
def scroll(self,sx,sy):
self.x += sx
self.y += sy
self.path[0] += sx
self.path[1] += sx
class Platform:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.rect.topleft = (self.x,self.y)
# Colors for hitbox
white = (255,255,255)
green = (0,255,0)
# Drawing Player
playerman = Player(350,445,40,40,white)
#Drawing Platforms
platform1 = Platform(300,-9.1,40,500,green)
platform2 = Platform(330,451,2000,40,green)
platform3 = Platform(2300,-9.1,40,500,green)
# Drawing Rule
rule1 = Rule(340,-9.1,220,500,green)
rule2 = Rule(20000,-9,1,5,green)
snake1 = Snake(100, 110, 64, 64, 300)
# List
platforms = [platform1,platform2,platform3]
rules = [rule1,rule2]
snakes = [snake1]
# draws map
platformGroup = pygame.sprite.Group
Level = [
" 1 1",
" 1 ",
" 1 1 111 1 ",
" 1 1 1 1 ",
" 11 1 1 1 11 ",
" 1 1 1 1 ",
" 1 1 1 11 1 ",
" 1 1 111 1 11 1 1 ",
" 1 1 11111 1 1 ",]
for iy,row in enumerate(Level):
for ix, col in enumerate(row):
if col == "1":
new_platforms = Platform(ix*50,iy*50.2,50,50,(255,255,255))
platforms.append(new_platforms)
# Windows color
def redrawwindow():
window.fill((0,0,0))
# Drawing the player and other stuff to the screen
playerman.draw()
for Platform in platforms:
Platform.draw()
for Rule in rules:
Rule.draw()
for Snake in snakes:
Snake.draw()
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# part of player screen movment
if playerman.y < 250:
playerman.y += 1
for Platform in platforms:
Platform.y += playerman.speed
for Snake in snakes:
Snake.scroll(0, +playerman.speed)
if playerman.y > 410:
playerman.y -= playerman.fall
for Platform in platforms:
Platform.y -= playerman.fall
for Snake in snakes:
Snake.scroll(0, -playerman.fall)
# part of side colliding
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
for Snake in snakes:
Snake.scroll(playerman.speed,0)
if event.key == pygame.K_a:
x_change = 7
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_a:
x_change = 0
x += x_change
if x > 500 - playerman.width or x < 0:
x = old_x
# lets player move
keys = pygame.key.get_pressed()
px, py = playerman.x, playerman.y
for Platform in platforms:
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed
if not playerman.isJump:
playerman.direction = "left"
for Snake in snakes:
Snake.scroll(playerman.speed,0)
else:
if playerman.direction == "left" and playerman.direction == "idlel":
playerman.direction = "idlel"
else:
if playerman.direction == "right" and playerman.direction == "idle":
playerman.direction = "idle"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
move_right = keys[pygame.K_d]
move_left = keys[pygame.K_a]
if move_right:
for Platform in platforms:
Platform.x -= playerman.speed
for Rule in rules:
Rule.x -= playerman.speed # <---
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
if move_left:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed # <---
for Snake in snakes:
Snake.scroll(playerman.speed,0)
platform_rect_list = [p.get_rect() for p in platforms] # get_rect()
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
cI = player_rect.collidelist(platform_rect_list)
if cI >= 0:
# undo movement of platforms dependent on the direction and intersection distance
dx = 0
if move_right:
dx = platform_rect_list[cI].left - player_rect.right
if move_left:
dx = platform_rect_list[cI].right - player_rect.left
for Platform in platforms:
Platform.x -= dx
Platform.get_rect() # update rectangle
for Rule in rules:
Rule.x -= dx # <---
for Snake in snakes:
Snake.x -= dx
##############
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
if playerman.get_rect().colliderect(Platform.rect):
collide = True
playerman.isJump = False
playerman.y = Platform.rect.top - playerman.height
if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
playerman.x = Platform.rect.left - playerman.width
if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
playerman.x = Platform.rect.right
# colliding with floor
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
py -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()
pygame.quit()
提高代码的健壮性。确保即使蛇的位置远离 path
,Snake
的移动仍然有效。如果proposed_move
小于self.path[0]-self.vel
或self.path[1]+self.vel
,则Snake
永远不会return到路径,因为self.vel
会连续反转。如果 proposed_move < self.path[0]
确保移动方向始终设置为右侧,如果 proposed_move > self.path[1]
:
确保移动方向始终设置为左侧
class Snake:
# [...]
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x + self.vel
# Move hits a boundary, so we need to turn around
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# now make the correct move
self.x += self.vel # add +/- velocity
对Bat
做同样的事情:
class Bat:
# [...]
def move(self):
if self.visible:
# relizes when it hits bounds
proposed_move = self.x + self.vel
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# starting movment
self.x += self.vel
你必须简化你的代码。
存储玩家的初始位置(start_x
,start_y
)和一个方法给class玩家,return玩家的当前位置在相对于起始位置(get_x
、get_y
):
class Player:
def __init__(self,x,y,width,height,color):
self.start_x = x
self.start_y = y
self.x = x
self.y = y
#[...]
def get_x(self):
return self.x - self.start_x
def get_y(self):
return self.y - self.start_y
计算 Snake
、Bat
、Platform
和 Rule
相对于玩家的位置:
class Snake:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no,self.rect)
class Bat:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no, self.rect)
class Platform:
# [...]
def get_rect(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
# [...]
def draw(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
摆脱玩家移动补偿(scroll
等)。这不再是必需的,因为对象是根据玩家绘制的。完成主循环:
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# lets player move
keys = pygame.key.get_pressed()
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment x
if keys[pygame.K_d]:
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
if not playerman.isJump:
playerman.direction = "left"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left" and keys[pygame.K_SPACE]:
playerman.direction = "jump2"
px, py = playerman.x, playerman.y
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if keys[pygame.K_d]:
playerman.x += playerman.speed
if keys[pygame.K_a]:
playerman.x -= playerman.speed
if player_rect.collidelist(platform_rect_list) > 0:
playerman.x = px
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
player_rect = playerman.get_rect()
player_rect.topleft = (playerman.x, playerman.y)
platform_rect = Platform.get_rect()
if playerman.get_rect().colliderect(platform_rect):
collide = True
playerman.isJump = False
if platform_rect.top > playerman.x:
playerman.y = platform_rect.top - playerman.height
if player_rect.right > platform_rect.left and player_rect.left < platform_rect.left:
playerman.x = platform_rect.left - playerman.width
if player_rect.left < platform_rect.right and player_rect.right > platform_rect.right:
playerman.x = platform_rect.right
# colliding with floor
if player_rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.y -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()
所以我一直在尝试让我的敌人在我的玩家移动相机时移动到同一个位置但是它不起作用,当屏幕移动时我的敌人会慢慢地从它原来的位置移动但是一旦它离开它原来的位置它将开始出现故障。此外,当我的玩家与平台的一侧发生碰撞时,我的敌人将以与我的玩家相同的方式移动,但速度更快,例如:https://gyazo.com/926207e82cd9849266decd68c08ea84d
我的相机运动的一部分(不工作)
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
我的完整代码
import pygame
pygame.init()
window = pygame.display.set_mode((700,500))
pygame.display.set_caption("Noobs First Game")
move = pygame.image.load("WASD.png")
# Playerman
class Player:
def __init__(self,x,y,width,height,color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.speed = 5
self.isJump = False
self.JumpCount = 10
self.idle =[pygame.image.load("player_idel_1.png"),
pygame.image.load("player_idel_2.png"),
pygame.image.load("player_idel_3.png"),
pygame.image.load("player_idel_4.png"),
pygame.image.load("player_idel_5.png"),
pygame.image.load("player_idel_6.png"),
pygame.image.load("player_idel_7.png"),
pygame.image.load("player_idel_8.png")
]
self.idlel = [pygame.image.load("Player_idel_left1.png"),
pygame.image.load("Player_idel_left2.png"),
pygame.image.load("Player_idel_left3.png"),
pygame.image.load("Player_idel_left4.png"),
pygame.image.load("Player_idel_left5.png"),
pygame.image.load("Player_idel_left6.png"),
pygame.image.load("Player_idel_left7.png"),
pygame.image.load("Player_idel_left8.png")
]
self.right = [pygame.image.load("Player_walk_right1.png"),
pygame.image.load("Player_walk_right2.png"),
pygame.image.load("Player_walk_right3.png")]
self.left = [pygame.image.load("Player_walk_left1.png"),
pygame.image.load("Player_walk_left2.png"),
pygame.image.load("Player_walk_left3.png")]
self.jump1 = [pygame.image.load("Player_jump5.png")]
self.jump2 = [
pygame.image.load("Player_rjump1.png")]
self.fall = 0
self.rect = pygame.Rect(x,y,height,width)
self.idle = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idle]
self.idlel = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.idlel]
self.right = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.right]
self.left = [pygame.transform.scale(image,(image.get_width()*2, image.get_height()*2)) for image in self.left]
self.jump1 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump1]
self.jump2 = [pygame.transform.scale(image,(image.get_width()*2,image.get_height()*2)) for image in self.jump2]
self.fps = 10
self.clock = pygame.time.Clock()
self.anim_index = 0
self.direction = "idle"
self.direction = "right"
self.direction = "left"
self.dierection = "idleleft"
self.dierection = "jump1"
self.dierection = "jump2"
self.next_frame_time = 0
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
pygame.draw.rect(self.color,self.rect)
def draw(self):
if self.direction == "idle":
image_list = self.idle
if self.direction == "right":
image_list = self.right
if self.direction == "left":
image_list = self.left
if self.direction == "idlel":
image_list = self.idlel
if self.direction == "jump1":
image_list = self.jump1
if self.direction == "jump2":
image_list = self.jump2
# Is it time to show the next animation frame?
time_now = pygame.time.get_ticks()
if ( time_now > self.next_frame_time ):
# set the time for the next animation-frame
inter_frame_delay = 1000 // self.fps
self.next_frame_time = time_now + inter_frame_delay # in the future
# move the current image to the next (with wrap-around)
self.anim_index += 1
if self.anim_index >= len( image_list ):
self.anim_index = 0
if self.anim_index >= len(image_list):
self.anim_index = 0
player_image = image_list[self.anim_index]
pygame.draw.rect( window, self.color, self.get_rect(), 2 )
player_image = image_list[self.anim_index]
player_rect = player_image.get_rect(center = self.get_rect().center)
player_rect.centerx += 3
player_rect.centery -= 13
window.blit(player_image, player_rect)
class Snake:
def __init__(self, x, y, width, height, end):
self.x = x
self.y = y
self.width = width
self.height = height
self.path = [x, end]
self.walkCount = 0
self.vel = 3
self.visible = True
self.no = pygame.image.load("Player_jump5.png")
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.move()
self.rect.topleft = (self.x,self.y)
window.blit(self.no,self.rect)
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x + self.vel
if ( proposed_move < self.path[0] or proposed_move > self.path[1] ):
# Move hits a boundary, so we need to turn around
self.vel = -self.vel
self.Walking_index = 0
# now make the correct move
self.x += self.vel # add +/- velocity
def scroll(self,sx,sy):
self.x += sx
self.y += sy
self.path[0] += sx
self.path[1] += sx
class Platform:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def get_rect(self):
self.rect.topleft = (self.x,self.y)
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
def __init__(self,x,y,width,height,color):
self.x = x
self.y =y
self. width = width
self.color = color
self.height = height
self.color = color
self.speed = 4
self.rect = pygame.Rect(x,y,width,height)
def draw(self):
self.rect.topleft = (self.x,self.y)
# Colors for hitbox
white = (255,255,255)
green = (0,255,0)
# Drawing Player
playerman = Player(350,445,40,40,white)
#Drawing Platforms
platform1 = Platform(300,-9.1,40,500,green)
platform2 = Platform(330,451,2000,40,green)
platform3 = Platform(2300,-9.1,40,500,green)
# Drawing Rule
rule1 = Rule(340,-9.1,220,500,green)
rule2 = Rule(20000,-9,1,5,green)
snake1 = Snake(100, 110, 64, 64, 300)
# List
platforms = [platform1,platform2,platform3]
rules = [rule1,rule2]
snakes = [snake1]
# draws map
platformGroup = pygame.sprite.Group
Level = [
" 1 1",
" 1 ",
" 1 1 111 1 ",
" 1 1 1 1 ",
" 11 1 1 1 11 ",
" 1 1 1 1 ",
" 1 1 1 11 1 ",
" 1 1 111 1 11 1 1 ",
" 1 1 11111 1 1 ",]
for iy,row in enumerate(Level):
for ix, col in enumerate(row):
if col == "1":
new_platforms = Platform(ix*50,iy*50.2,50,50,(255,255,255))
platforms.append(new_platforms)
# Windows color
def redrawwindow():
window.fill((0,0,0))
# Drawing the player and other stuff to the screen
playerman.draw()
for Platform in platforms:
Platform.draw()
for Rule in rules:
Rule.draw()
for Snake in snakes:
Snake.draw()
x = 10
y = 10
x_change = 0
y_change = 0
old_x = x
old_y = y
fps = (30)
clock = pygame.time.Clock()
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# part of player screen movment
if playerman.y < 250:
playerman.y += 1
for Platform in platforms:
Platform.y += playerman.speed
for Snake in snakes:
Snake.scroll(0, +playerman.speed)
if playerman.y > 410:
playerman.y -= playerman.fall
for Platform in platforms:
Platform.y -= playerman.fall
for Snake in snakes:
Snake.scroll(0, -playerman.fall)
# part of side colliding
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_d:
x_change = -7
for Snake in snakes:
Snake.scroll(playerman.speed,0)
if event.key == pygame.K_a:
x_change = 7
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
if event.type == pygame.KEYUP:
if event.key == pygame.K_d or event.key == pygame.K_a:
x_change = 0
x += x_change
if x > 500 - playerman.width or x < 0:
x = old_x
# lets player move
keys = pygame.key.get_pressed()
px, py = playerman.x, playerman.y
for Platform in platforms:
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment
if keys[pygame.K_d]:
for Platform in platforms:
Platform.x -= playerman.speed
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
for Rule in rules:
Rule.x -= playerman.speed
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed
if not playerman.isJump:
playerman.direction = "left"
for Snake in snakes:
Snake.scroll(playerman.speed,0)
else:
if playerman.direction == "left" and playerman.direction == "idlel":
playerman.direction = "idlel"
else:
if playerman.direction == "right" and playerman.direction == "idle":
playerman.direction = "idle"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if player_rect.collidelist(platform_rect_list) < 0:
playerman.x = px
move_right = keys[pygame.K_d]
move_left = keys[pygame.K_a]
if move_right:
for Platform in platforms:
Platform.x -= playerman.speed
for Rule in rules:
Rule.x -= playerman.speed # <---
for Snake in snakes:
Snake.scroll(-playerman.speed,0)
if move_left:
for Platform in platforms:
Platform.x += playerman.speed
for Rule in rules:
Rule.x += playerman.speed # <---
for Snake in snakes:
Snake.scroll(playerman.speed,0)
platform_rect_list = [p.get_rect() for p in platforms] # get_rect()
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
cI = player_rect.collidelist(platform_rect_list)
if cI >= 0:
# undo movement of platforms dependent on the direction and intersection distance
dx = 0
if move_right:
dx = platform_rect_list[cI].left - player_rect.right
if move_left:
dx = platform_rect_list[cI].right - player_rect.left
for Platform in platforms:
Platform.x -= dx
Platform.get_rect() # update rectangle
for Rule in rules:
Rule.x -= dx # <---
for Snake in snakes:
Snake.x -= dx
##############
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
if playerman.get_rect().colliderect(Platform.rect):
collide = True
playerman.isJump = False
playerman.y = Platform.rect.top - playerman.height
if playerman.rect.right > Platform.rect.left and playerman.rect.left < Platform.rect.left - playerman.width:
playerman.x = Platform.rect.left - playerman.width
if playerman.rect.left < Platform.rect.right and playerman.rect.right > Platform.rect.right + playerman.width:
playerman.x = Platform.rect.right
# colliding with floor
if playerman.rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
py -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()
pygame.quit()
提高代码的健壮性。确保即使蛇的位置远离 path
,Snake
的移动仍然有效。如果proposed_move
小于self.path[0]-self.vel
或self.path[1]+self.vel
,则Snake
永远不会return到路径,因为self.vel
会连续反转。如果 proposed_move < self.path[0]
确保移动方向始终设置为右侧,如果 proposed_move > self.path[1]
:
class Snake:
# [...]
def move(self):
if self.visible:
# turn around if the move would go out-of-bounds
proposed_move = self.x + self.vel
# Move hits a boundary, so we need to turn around
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# now make the correct move
self.x += self.vel # add +/- velocity
对Bat
做同样的事情:
class Bat:
# [...]
def move(self):
if self.visible:
# relizes when it hits bounds
proposed_move = self.x + self.vel
if proposed_move < self.path[0]:
self.vel = abs(self.vel)
self.Walking_index = 0
if proposed_move > self.path[1]:
self.vel = -abs(self.vel)
self.Walking_index = 0
# starting movment
self.x += self.vel
你必须简化你的代码。
存储玩家的初始位置(start_x
,start_y
)和一个方法给class玩家,return玩家的当前位置在相对于起始位置(get_x
、get_y
):
class Player:
def __init__(self,x,y,width,height,color):
self.start_x = x
self.start_y = y
self.x = x
self.y = y
#[...]
def get_x(self):
return self.x - self.start_x
def get_y(self):
return self.y - self.start_y
计算 Snake
、Bat
、Platform
和 Rule
相对于玩家的位置:
class Snake:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no,self.rect)
class Bat:
# [...]
def draw(self):
self.move()
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
window.blit(self.no, self.rect)
class Platform:
# [...]
def get_rect(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
return self.rect
def draw(self):
pygame.draw.rect(window,self.color,self.get_rect())
class Rule:
# [...]
def draw(self):
self.rect.topleft = (self.x-playerman.get_x(), self.y-playerman.get_y())
摆脱玩家移动补偿(scroll
等)。这不再是必需的,因为对象是根据玩家绘制的。完成主循环:
run = True
while run:
clock.tick(fps)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# lets player move
keys = pygame.key.get_pressed()
if playerman.fall > 0 and keys[pygame.K_SPACE]:
if keys[pygame.K_d]:
playerman.direction = "jump1"
else:
if playerman.direction == "left":
if keys[pygame.K_SPACE]:
playerman.direction = "jump2"
# direction for player animation and screen movment x
if keys[pygame.K_d]:
if not playerman.isJump:
playerman.direction = "right"
elif keys[pygame.K_a]:
if not playerman.isJump:
playerman.direction = "left"
if playerman.direction == "right" and keys[pygame.K_SPACE]:
playerman.direction = "jump1"
if playerman.direction == "left" and keys[pygame.K_SPACE]:
playerman.direction = "jump2"
px, py = playerman.x, playerman.y
# sides for player and player screen movment
platform_rect_list = [p.rect for p in platforms]
player_rect = playerman.get_rect()
player_rect.topleft = (px, py)
playerman.y = py
if keys[pygame.K_d]:
playerman.x += playerman.speed
if keys[pygame.K_a]:
playerman.x -= playerman.speed
if player_rect.collidelist(platform_rect_list) > 0:
playerman.x = px
# About isJump
if not playerman.isJump:
playerman.y += playerman.fall
playerman.fall += 1
playerman.isJump = False
# this part lets you jump on platform only the top
collide = False
for Platform in platforms:
player_rect = playerman.get_rect()
player_rect.topleft = (playerman.x, playerman.y)
platform_rect = Platform.get_rect()
if playerman.get_rect().colliderect(platform_rect):
collide = True
playerman.isJump = False
if platform_rect.top > playerman.x:
playerman.y = platform_rect.top - playerman.height
if player_rect.right > platform_rect.left and player_rect.left < platform_rect.left:
playerman.x = platform_rect.left - playerman.width
if player_rect.left < platform_rect.right and player_rect.right > platform_rect.right:
playerman.x = platform_rect.right
# colliding with floor
if player_rect.bottom >= 500:
collide = True
playerman.isJump = False
playerman.Jumpcount = 10
playerman.y = 500 - playerman.height
# Jumping
if collide:
if keys[pygame.K_SPACE]:
playerman.isJump = True
playerman.y -= playerman.speed
playerman.fall = 0
# Jump Count
else:
if playerman.JumpCount >= 0:
playerman.y -= (playerman.JumpCount*abs(playerman.JumpCount))*0.3
playerman.JumpCount -= 1
else:
playerman.isJump = False
playerman.JumpCount = 10
redrawwindow()
if playerman.rect.colliderect(rule1.rect):
window.blit(move,(-40,-100))
pygame.display.update()